Unused slots for each parent depth level that had more bones than >= ARRAY_PACKED_REALS /2 but less than < ARRAY_PACKED_REALS (or a multiple of it) More...

Detailed Description

Instance of a Skeleton, main external interface for retrieving bone positions and applying animations.

Remarks

The new SkeletonInstance uses SIMD to animate up to 4 bones at the same time, though this depends on the number of bones on each parent level depth in the hierachy.

I.e. if there is 1 root bone with 6 child bones; the root node will be animated solo, the first 4 child bones will be animated at the same time, and the 2 last bones will be animated together in the next loop iteration.

Note however, when updating bones in the hierarchy to obtain the derived transforms (rather than animating), the root bone will be updated together using SIMD with the root bones from 3 other SkeletonInstances that share the same SkeletonDef. Only animating them has this restriction. The animation system won't be able to "share" though, if the SkeletonDef had 3 root nodes instead of 1; because we need to put them in a SIMD block in a repeating pattern And repeating 3 bones at least twice gives 6 bones, which doesn't fit in SSE2 (though it should in AVX, where ARRAY_PACKED_REALS = 8)